Recently updated mods

Category: Content Overhaul Tweaks Utilities Scenarios Mod packs Localizations Internal
Tag: Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage Blueprints Cheats

Resource Relocation Machines


Moves pesky tiles of resources out of the way.

Utilities
2 years ago
0.14 - 1.1
342

Exoskeleton Mark II

by axtox

Adds new equipment - Exoskeleton Mark II with enhanced properties (inventory slots +60, speed movement x2 (stackable) and trash slots +10, mining speed +30%). Just like in real life exoskeletons expands human capabilities to carry more and move faster.

Content
2 years ago
0.14 - 1.1
8.25K
Armor

Omnimover


Lets you move orefields.

Utilities
2 years ago
0.16 - 1.1
1.56K
Environment

Personal Battery Pack


Bigger, better, and more dense Personal Battery for your Power Armor!

Content
2 years ago
0.18 - 1.1
1.12K
Armor

Bigger Mining Drill Status Lights (continued)


This mod makes the mining drill status lights bigger, duh...

Tweaks
2 years ago
1.1
1.17K

FireBall's Quick Start


FireBall's quick start mod

Utilities
2 years ago
1.1
297

bluespiderMod


Tryout to copy blueprint content to spidetron as logistics requests (ALPHA)

Content
2 years ago
1.1
54
Logistics

MiscLib


Lua Library for ArrayList, Pointer, Vector2D, map/reduce/filter, GUI, path finding etc.

Utilities
2 years ago
1.0 - 1.1
20.8K

Move Full Stacks

by Kingdud

Rather than revert to rediculously fast inserters this mod allows stack inserters to grab whole stacks at a time. There are three upgrade levels, the first for grabbing stacks of 50 (so, generally, an entire stack of ore in one rotation). The next is for stacks of 100, and 200. All three researches require space science. The Factorio Mod API doesn't allow changing the base capacity of an inserter, so ALL stack inserters will get this upgrade. This is a limitation of the game. Sorry.

Content
2 years ago
0.17 - 1.1
1.21K
Logistics

King's Nuclear Bots

by Kingdud

Nuclear powered robots that don't need to recharge. Forked from Buggi's Nuclear Bots and changed to have a more balanced formula, not have 3x the speed of normal bots, fire immunity, and some acid resistance for construction bots. Finally a use for all that Uranium that piles up! The recipie was scaled to require as much energy as a normal bot would use in 21 years - about the same time that a nuclear submarine reactor core lasts.

Content
2 years ago
0.17 - 1.1
5.71K
Logistic network

Invulnerable Rails and Poles [Continued]

by Kingdud

Big Electric Poles and Railtrack are invulnerable, and ignored by biters. This mod can be safely removed, but the invulnerability will remain on any entity unless you remove and rebuild it. Originally by Ranakastrasz. Updated for .17

Content
2 years ago
0.17 - 1.1
3.77K
Cheats

Sane Concrete

by mkaito

Makes concrete use iron sticks as rebar rather than iron ore.

Content
2 years ago
0.16 - 1.1
158
Manufacturing

Sane Steel

by mkaito

Make steel smelting take 4 iron plates instead of 5, 8 instead of 10 in expensive mode.

Tweaks
2 years ago
0.17 - 1.1
409

Timed Peace

by mkaito

Disable Peaceful mode after a configurable time period.

Content
2 years ago
0.17 - 1.1
234
Enemies

Chunky Bacon

by mkaito

Chunk-align your mojo

Tweaks
2 years ago
0.17 - 1.1
41

Aligned Underground Pipes

by mkaito

Align undeground pipes to usual main bus layout: 12 tiles instead of 11.

Tweaks
2 years ago
0.16 - 1.1
133

evolution_overhaul


Changes starting evolution settings and decreases evolution on alien nest kills test

Content
2 years ago
1.1
139
Enemies

Belt Counter

by Wizek

Factorio but you don't need math anymore

2 years ago
1.1
1.54K

Friends


Adds commands to set/unset other teams as friendly to you

Utilities
2 years ago
0.18 - 1.1
90

Uncle Shred's unminable vehicles


Makes vehicles unminable or teleports players to spawn after mining/rotating a vehicle. Teleported players can't move until they are killed

2 years ago
0.15 - 1.1
142